private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag != "enemy") { return; } gm.GetComponent <WaveHandler>().resetCurrentEnemyOnKill(collision.gameObject); health -= 1; if (health <= 0) { for (int i = 0; i < gm.GetComponent <WaveHandler>().allEnemies.Count; i++) { Destroy(gm.GetComponent <WaveHandler>().allEnemies[i]); } for (int i = 0; i < gm.GetComponent <GameStateHandler>().currentWave.Count; i++) { Destroy(gm.GetComponent <GameStateHandler>().currentWave[i]); } gm.GetComponent <WaveHandler>().allEnemies.Clear(); gm.GetComponent <GameStateHandler>().currentWave.Clear(); gm.GetComponent <GameStateHandler>().waveNumber = 0; gm.GetComponent <TwitterManagerScript>().currentGameUserJSON = null; gameUserJSON = null; followerCount = 0; Invoke("switchSceneToStart", 0.5f); } }
public void clearContent() { health = 3; gameUserJSON = null; followerCount = 0; userName = ""; }
void handleJSONFile(FriendsIds _friendsIds, FriendUsers _friendUsers) { bool userExisted = true; if (!File.Exists(userJSONFilePath)) { //create a new JSON file to edit and write the basic structure to it. string starterJSONText = "{\"ids\": {}, \"users\": {}, \"lastAccess\": {}}"; byte[] starterJSONByteArray = System.Text.Encoding.ASCII.GetBytes(starterJSONText); logHandler.writeToLog("creating new file: " + userJSONFilePath, Color.green); File.WriteAllBytes(userJSONFilePath, starterJSONByteArray); userExisted = false; } string dataAsJson = File.ReadAllText(userJSONFilePath); GameUserJSON _gameUserJSON = JsonUtility.FromJson <GameUserJSON>(dataAsJson); _gameUserJSON.ids = _friendsIds; _gameUserJSON.users = _friendUsers; if (!userExisted) { _gameUserJSON.lastAccess = System.DateTime.Now.ToString(); } currentGameUserJSON = _gameUserJSON; GetComponent <GameStateHandler>().player.GetComponent <Player>().gameUserJSON = currentGameUserJSON; GetComponent <GameStateHandler>().player.GetComponent <Player>().followerCount = _friendsIds.ids.Count; dataAsJson = JsonUtility.ToJson(_gameUserJSON); File.WriteAllText(userJSONFilePath, dataAsJson); GetComponent <JSONEnemyHandler>().loadJSONDataToEnemies(currentGameUserJSON); //write back to the file path the modified gameUserJSON }
public void loadJSONDataToEnemies(GameUserJSON baseJSON) { for (int i = 0; i < baseJSON.ids.ids.Count; i++) { GameObject newEnemyGO = Instantiate(enemy); newEnemyGO.transform.position = new Vector3(0, 0, 0); newEnemyGO.SetActive(false); newEnemyGO.hideFlags = HideFlags.HideInHierarchy; StartCoroutine(fetchImageFromURL(baseJSON.users.items[i].profile_image_url.Replace("_normal", ""), baseJSON.users.items[i], newEnemyGO)); GetComponent <WaveHandler>().allEnemies.Add(newEnemyGO); } }
private void populateContentContainer() { for (int i = 0; i < previousJSONFiles.Length; i++) { GameObject newExistingUser = Instantiate(existingUserTextGO, contentContainer.transform, false); string userName = Path.GetFileName(previousJSONFiles[i]).Replace(".json", ""); string lastAccessDate = File.GetLastAccessTime(previousJSONFiles[i]).ToString(); string dataAsJson = File.ReadAllText(previousJSONFiles[i]); GameUserJSON gameUserJSON = JsonUtility.FromJson <GameUserJSON>(dataAsJson); newExistingUser.GetComponent <PreviousUserButtonScript>().assocUserName = userName; newExistingUser.GetComponentInChildren <Text>().text = userName + " - " + gameUserJSON.lastAccess; } }
public void onUserSelected(string _userName) { //JSONEnemyHelperGO.GetComponent<JSONEnemyHandler>().loadJSONDataToEnemies(currentGameUserJSON); logHandler.writeToLog(_userName + " is being loaded up...", Color.blue); userJSONFilePath = Path.Combine(Application.streamingAssetsPath, _userName + ".json"); //if we are not in debug mode, check if there is a JSON file already created, default to //use the most recently made JSON file if (!debugMode) { //create and set the player to the precreated JSON data if (File.Exists(userJSONFilePath)) { string dataAsJson = File.ReadAllText(userJSONFilePath); GameUserJSON _gameUserJSON = JsonUtility.FromJson <GameUserJSON>(dataAsJson); handleJSONFile(_gameUserJSON.ids, _gameUserJSON.users); } //if not, then just make a new JSON file from loading else { updateJSONFile(_userName); } } //if it is in debug mode... else { if (File.Exists(userJSONFilePath)) { string dataAsJson = File.ReadAllText(userJSONFilePath); GameUserJSON _gameUserJSON = JsonUtility.FromJson <GameUserJSON>(dataAsJson); handleJSONFile(_gameUserJSON.ids, _gameUserJSON.users); } else { logHandler.writeToLog("Tried to access " + userJSONFilePath + " but it did not exsist", Color.red); } } }